Powered by OpenAIRE graph
Found an issue? Give us feedback

The Learning Games

Funder: European CommissionProject code: 2015-1-ES01-KA202-016311
Funded under: ERASMUS+ | Cooperation for innovation and the exchange of good practices | Strategic Partnerships for vocational education and training Funder Contribution: 169,165 EUR

The Learning Games

Description

"It is a key element of good teaching practice that teachers begin from the place learners are currently at and then help them progress further along that path. In order to achieve this goal, teachers must try to use tools and techniques that best engage with the learner and provide the motivation and intellectual stimulation they require at all levels of study and ability. Technological developments, particularly in the area of communications, have very much changed the way learners react to educational stimuli. Engagement with the internet and the consequent access to information, social contacts, online gaming and other tools have modified the ways in which people learn and interact. The overall objective of The Learning Games is committing the students to modify their attitude towards learning, increasing their motivation and, consequently, enabling them to achieve their full potential. In order to reach this goal, we have made use of game-imported elements which bridge the gap between the students’ life outside and inside the school, considering gaming is becoming an important leisure activity, with a ever-growing base even on older generations, according to the Interactive Software Federation of Europe. This situation encompasses the chance for teachers to incorporate gamification as the base for class management, implying an effort to learn and master both the theoretical aspects of the framework and, on a more practical level, the use of gamified software for our everyday practice. The project has delved into innovative methodologies and developed accompanying tools to put these ideas into practice, aiming at improving not only subject-specific achievement levels but also transversal skills in every educational level and, in lower educational levels like secondary or second chance education for adults, also basic skills like literacy and numeracy. In order to achieve our goals, a partnership of six educational institutions from different levels was set up, so starting from an analysis of the similarities and differences of the students on every level (their objectives, their main motivations, their expectations) we could focus on the flexibility of the approach to make the IO relevant for all of them. Thus, the partnership was led by a secondary/vocational school from Sotrondio (Spain), IES Juan José Calvo Miguel; another secondary school was added, Onan Fatma Anadolu Lisesi from Kusadasi (Turkey); a college from Cork (Ireland), St. John’s Central College to cover post-secondary vocational education; a university from Budapest (Hungary), Budapesti Metropolitan University; an adult school from Talavera de la Reina (Spain), to cater for second opportunities and informal learning and another educational institution dealing with second opportunities and also non-academic learning from Regen (Germany). Even though the partners led the development, the students from the institutions took active part so the platform was developed by the Application Development students from some of the partner institutions and analysed and tested by students from all the institutions.Our project has developed a system of educational gamification delivery that taps into elements from the modern students real world experience and incorporate them into an integral framework that can be used to assess all kinds of learning (formal, primarily, but also informal and non-formal) within the classroom through the achievements the students make in their modules; a system that provides immediate and accessible feedback about performance and the level of mastery acquired and what needs to be learnt in order to progress; a system that improves teacher-student communication, and also student-student communication, a social dimension of learning, which is known to encourage deeper engagement with the activities. The tool, Classquest, is a mobile solution based on the principles of gamification, looking to increase motivation in the students through automatic feedback while triggering behaviour changes. Even though the primary focus of the project development was on VET students, due to the multi-level nature of the partnership, the framework developed is flexible enough to work both within and outside of the VET context. Because of this flexible design, it may also be used as an effective communication tool with parents to share the competential development of their children. The main result of the project, Classquest, is a mobile platform that teachers and students can install and use on their own devices as a native app for Android and iOS, helping also integrate digital devices into the classroom dynamics. Accompanying instructions and documentation on gamification are provided.The endgame (gamification term used to define what happens after mastery) of the project is to help students ""up their game"" in the classroom and create dynamics of participation and flow which result into better, more significant personal development."

Data Management Plans
Powered by OpenAIRE graph
Found an issue? Give us feedback

Do the share buttons not appear? Please make sure, any blocking addon is disabled, and then reload the page.

All Research products
arrow_drop_down
<script type="text/javascript">
<!--
document.write('<div id="oa_widget"></div>');
document.write('<script type="text/javascript" src="https://www.openaire.eu/index.php?option=com_openaire&view=widget&format=raw&projectId=erasmusplus_::7afc316fe79523080d0a8886291e4cf6&type=result"></script>');
-->
</script>
For further information contact us at helpdesk@openaire.eu

No option selected
arrow_drop_down